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Theatrhyth­m Final Fantasy: Curtain Call

- Publisher Square Enix Developer Indieszero Format 3DS Release Out now

3DS

For once, there’s an air of resolution about a Final Fantasy game. Producer Ichiro Hazama has hinted the Theatrhyth­m template could be applied to other series, but Curtain Call is comprehens­ive enough to make a direct follow-up irrelevant. The original looks miserly next to the 221 songs here, and with over 60 characters to add to your party, more options than anyone could ever need, and a wealth of trophies and unlockable­s that only the most dedicated players will get close to exhausting, few sequels are so generous.

Its tracklist is split between up-tempo Battle and gentler Field stages, with nostalgic but comparativ­ely dull Event stages relegated to an occasional sideshow. Again, you’re tasked with hitting rhythmic markers as they scroll by while your party ambles along a path or faces off against a series of monsters. The structure has changed, however: from the start, you can now choose to play any stage from the 25-plus featured FF games across any of the three difficulty modes, or tackle a Quest Medley, a branching map where each node contains a song, and its terminus yields crystal shards, your currency for unlocking new party members.

Curtain Call doesn’t fix what wasn’t broken about its predecesso­r, nor mend what was. It’s too easy to get S rank or higher on Expert, even with several misses, and the game is inconsiste­nt about the timing that defines a Critical hit. Neither control scheme is ideal: stylus swipes are all too often misread, but there’s too much travel on 3DS’s analogue nub to shift between diagonal cues rapidly, and if an undulating line cue ends in a directiona­l marker you’re forced to remove your thumb a split-second early before pushing it in the right direction, lest it be misinterpr­eted as an early input.

Like the awkward portmantea­u in its title, the game’s fusion of rhythm-action and RPG never quite fits as neatly as you’d hope. As Quest Medleys get tougher, you might use items to refill your health bar or increase the likelihood of a rare loot drop, but there’s no real strategy involved. Each level increase is adorably celebrated by your crew of marionette­s, but these tiny stat boosts feel meaningles­s. And fudging your way to success with a series of items feels a lot like cheating; besides, if you’re good enough, you’ll hit enough Greats and Criticals to pass a stage without injury.

Still, as a celebratio­n of the works of Messrs Uematsu, Sakimoto, Hamauzu and co, this farewell tour pulls out all the stops; an ageing supergroup playing not just its greatest hits but its B-sides, too, as well as some little-heard obscuritie­s from the early days. It may not win any new fans, but it’s an encore that will earn warm applause from the devoted.

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